Schnuff: Dialogs with different options without effect on gameplay.
Depending on how it's done, I actually like that. You don't miss out on anything essential, but to a certain degree you are allowed to roleplay (the temper of) your character. What I don't like is when you're presented with several interesting and equally valid dialogue options, e.g. in the form of questions, and there would be nothing preventing your character from talking about all of them, but the game arbitrarily restricts your choice and makes the other options vanish once you've chosen one. Because the main thing is choices, right? So we let you choose between asking the NPC
either who he is
or what he's doing here. If you want answers to both questions, now you have a reason to replay the game! Isn't that fabulous? :P
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loon: i really hate this whole "
multiple choices" trend. IT SUCKS. Video games developers used to promise how much impact will it make and it doesn't, every single time it's a disappointment.
I remember RPG games which had one plot like a straight line, simple but not ornery. And around that line there was so many flourishes that you could play the game event 10 times and still you found something new (like little boy looking for a dog who in fact was a powerful Ogre Mage). It was well planned by it's creators, like a very good, but interactive book or movie. I'm thinking about Baldur's Gate, Planescape: Torment or even KotOR.
And now in many RPG games we have very average plot, mostly boring and predicatble. There's no good side quests. They focus most of time at multiple choices which (I guess they belive so) make game longer (or rather - you could play that game twice or more), but not better. It's irrelevant what you choose and it doesn't matter. That's why I'm not the biggest fan of EA RPG games from last few years.
I miss the good old times when after finishing a game I knew that I know almost everything it contained. But now after finishing I'm usualy unsatisfied and full of doubts "what if I've missed something". It's not the best way for RPG fan who wants to get the full, impressive story with satisfaying ending.
If the choices do not make any real impact, why do you still feel like you've missed something? I can relate to the preference for experiencing everything in one single playthrough, but I don't see anything new in the approaches to prevent that. Just think about all the class quests in Baldur's Gate 2 that you miss out on because you can't play all classes at the same time. Or choosing light or dark side of the Force in KotOR, which you named as a positive example. I don't see how this is any different from choices in more recent games like Mass Effect.
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loon: Oooh, I love RPG games, so there is of course A LOT of things I find annoying, (f.e. when there is a sequel and you are a pussy again! or those boring romances which aren't romantic at all)
Agreed on these two though. :)
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Goatbrush: Inventory management in general, weight systems. I prefer just being able to carry everything in the world, and I will end up carrying all of it, as is my birthright.
And this. The problem I have with inventory management is not so much that I don't like it at all but that it's forced on me even when I'm not in the mood for it.
That's my biggest pet peeve with RPGs in general, btw. As soon as you begin having fun with the current gameplay, they interrupt it by forcing something different on you. You're in the middle of an exciting series of battles, but suddenly you have to clear out your inventory. You're in the middle of a gripping plot but suddenly you have to take it slowly, listen to some peasant's life story and occupy yourself with petty chores. You want action, but there's no way around talking to all these boring people first. You want to read interesting dialogue, but there's no way around slogging through these boring trash mobs first. On the one hand, it's great that RPGs are so varied in gameplay, on the other hand it can become quite demotivating, if the game still retains enough linearity to force these changes in gameplay and pace on you when you're not ready for them.
But I guess that's a bit off-topic since the thread's about things that are funny and just bug you a bit. ;)
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Supereor: You know, issues that aren't really worth pointing out besides for laughs.
For example, shields that you can't actually use aside from stat increases, or weapon racks that you activate and drop 2 weapons when you see like, 5 on it.
I smirked at "your very own weapon rack" in Skyrim, that allows you to proudly put your favorite weapons on display when you're idling in your home, at the cost of having to reconfigure all the hotkeys previously assigned to them when you pick them up again. But what is ease of use compared to virtual owner's pride? :D